Re5 gold edition ps3 walkthrough




















What we have done is outlined each type of treasure in the game to be acquired in the walkthrough at least once, so you don't miss any type of treasure as you play through the whole game. Resident Evil 5 Wiki Guide. Last Edited: 5 Mar am. Was this guide helpful? Spawn Point: Spawns from the ceiling spawn point in the office room on the high walkway in the south. The south portion covers the entire second floor walkway in the south and the northern portion covers the majority of the middle walkway in the north up until the walkway stretches across the bottom floor in the north area.

It covers the north portion of the south high walkway. The bottom portion of the stairs on the west side of the south walkway is where the south boundary starts for the south portion of this region. On the middle walkway, this regions covers the platform with the 30 second timer, the narrow walkway to the east of the platform and the side of the walkway in front of the middle shaft before reaching the path that leads to the east storage room.

Its boundary extends to the north up until a player steps past the top walkway along the conveyor belt that leads to the storage room. The region extends all the way to the south up until a player drops from the north end of either walkway that hangs over the north conveyor belt.

A player can stand on the north portion of the middle conveyor belt and still be in this region. The north portion of the middle high walkway is also included in this area. A player can stand right next to the potion of the walkway in front of the tall ladder and hop over the gap then stand on the piece of walkway to the east and still be in this area. A player can use hand grenades or proximity bombs to stun and damage the Gatling Gun Majini while running from him. BOTH: - The top floor region Region B has almost nothing but scripted Cephalos during the first 10 - 15 kills in that region, so perform constant melees that will cancel plagas spawns in order to avoid the Cephalo spawnings.

These Majini will continue to stand in place and can cost a player the full combo. Be sure to finish them off early from a distance. They can be used to help maintain the combo as well. The north regions make two campers appear also one on the north walkway over the north conveyor belt and one dynamite Majini on the walkway right above the tall ladder. Josh and??? Ship Deck still remains the only stage with extra weapons. There are still a total of three rocket launchers hidden in the stage as well as a grenade launcher.

The grenade launcher now comes equipped with explosive rounds instead of flame rounds in Reunion. Nitrogen rounds and flash round pickups are lying in the stage now. One rocket launcher position and the grenade launcher position has changed.

Ship Deck was always known for its chainsaw Majini bosses that would appear early in the stage in normal Mercenaries.

In Mercenaries Reunion, the chainsaw Majini still appear, but they appear much later into the run. Two chainsaw Majini will still appear at once. The little surprise of having a blue and red chainsaw Majini appear at once seems much less deadly in normal Mercs when compared to Reunion.

Should you save a rocket launcher for them? You damn right, you should! As usual, plagas spawns will pick up later into the combo on Ship Deck. This time there is no specific area where the plagas will appear.

They just all start spawning at around a specific kill around Thankfully, a player has access to a grenade launcher with flash round and nitrogen round ammo in the stage that can be used to cancel or instantly kill the plagas enemies. The player will face south.

A ladder is nearby. A combo bonus is on a higher platform nearby. It's on a east metal container. It's in between several metal containers. Ladders can be climbed from the east or west to reach this or it can be hit while coming from the north. There is a ladder that leads to a west metal container and, after climbing it, your character can leap across a few metal containers to the west.

This time bonus is on the south end of the long set of metal containers. There is a combo bonus up the ladder of a metal container to the south of this time bonus.

Kick open the gate door and this will be off to the right behind it. The stairs nearby will lead to the crane tower. Climb each ladder while moving up the crane tower and this will be off to the left at the top. It's right near the south starting point. This is lying on the east side. It is off to the east near the second ladder on that side. Climb the ladder along the west side to reach it. It's up a ladder in the south while on the west portion of the map.

Climb each ladder while moving up the crane tower and this will be directly in front of your character at the top. The chicken is also nearby. Lying along the east side of the top pole along the third floor of the north tower.

A 30 second time bonus is on th same platform. These are propped against the crate to the south as your character gets off the zipline after swinging to the south from the north tower. This is near a ladder. This hand grenade is lying on a metal crate and near a ladder. This is along the west path that leads away from the north portion of the boat. Round the stairway railing to the left after climbing the stairs and they will be up ahead. The zipline will take your character to a high east platform with two rocket launchers lying against the railing.

Only one can be taken at a time per character. This platform has a rocket launcher pickup laying against its railing and a Town Majini with a bowgun is on top of the tower also. In order to get to the tower, a player will have to swing from the zipline along the crane tower in the west. It's best to shoot this chicken from a distance or fire a rocket at the platform to kill it off quickly.

Spawn Point: Drops from the center the overhead crane. Its east boundary ends in the middle portion to the east and its north boundary ends right across from the platform with the west combo bonus. It's west boundary ends in the middle portion to the west and its north boundary ends right across from the area that contains the east combo bonus. No matter where a player stands in this stage, the enemies will still spawn. Prison still has the most aggressive Town Majini out of any stage.

Cephalo and Duvalis spawns will still increase as a run progresses just like in many other stages. Big Man Majini will not start to show up until around the 50th kill. An entire wave of almost nothing but Big Man Majini will come at the end of Prison. They literally group up on a player like Town Majini toward the end of a run. Town Majini with dynamite still appear toward the end, but the Big Man Majini will be more numerous. In normal Mercenaries, a red Executioner would start out in the stage from the beginning.

In Mercenaries Reunion, the first Executioner will not appear until the 50th kill. The first Executioner will be a normal Executioner then a red Executioner will appear shortly afterward and another normal Executioner will follow.

The final two Executioners are red. There are total of five Executioners overall - two normal and three red Executioners. There is now a time bonus in the center area and several other time bonuses have been rearranged in the stage as well. First Aid Spray pickups have now been added in two places on the map.

The majority of the item placements remain the same however. The player will face to the west and starts right near time bonus 1. After moving down the walkway from the top starting area, turn to the left then move down that path to arrive at this time bonus. It's on the bridge in the center of the room. Kick through the west door in the middle area of 1F and this will be off to the right.

Move up the wooden ladder on the west side of the middle area then look to the right to see this through a window. This is next to the ramp that leads down to the basement level.

This is in the basement level below the middle portion of the area. A red herb lies near this time bonus. The room is right across from a cell that contains a combo bonus.

Kick through the cell door then break it. A player will need to kick through the door on the south or north side to enter the room. A player will have to climb the ladder on the north or south side of the platform or drop from the window along the west portion of 3F in order to reach it.

This is on the walkway that stretches across the third floor of the Prison. This is on 2F near time bonus 2. Hop over the railing and collect this from the chest in the back of the room. This is on the west side of that walkway. Lying near a rail cart directly across from a 60 second time bonus at the other end of the zipline. This is in a dead end corridor right before going down the stairs on that side. This is right before turning to go down the set of stairs that lead to the floor with the chicken.

This is on a wooden cabinet to the left in the back of the room. These are in the middle portion of the tunnel. In the cell along the east side of the B1F tunnel. It is still located in far northeast portion of 1F. It roams around the side of the room behind the wooden railing where a combo bonus is located. Spawn Point: Spawns from high ledge spawn point above the top floor combo box. Spawn Point: Spawns from high ledge spawn point above the top floor staircase bottom portion of the stairs Max Number in stage at once: 1 Item Drop: First Aid Spray -- Executioner Majini 3 normal Spawning Condition: Spawns when a player has defeated 90 or more enemies and Executioner Majini 2 has been defeated.

Spawn Point: Spawns from high ledge spawn point above the top floor staircase top portion of the stairs Max Number in stage at once: 1 Item Drop: First Aid Spray -- Executioner Majini 4 red Spawning Condition: Spawns when a player has defeated or more enemies and Executioner Majini 3 has been defeated.

Spawn Point: Spawns from high ledge spawn point above the top floor staircase bottom portion of the stairs Max Number in stage at once: 1 Item Drop: First Aid Spray -- Executioner Majini 5 normal Spawning Condition: Spawns when a player has defeated or more enemies and Executioner Majini 4 has been defeated. The chicken should be the first enemy that is killed. Pick up the combo bonus from the chest then start fighting after killing the chicken.

The red Executioner will not arrive until a player steps outside of this room. DUO: - Both players need to work out a strategy where they can hit all time bonuses before fighting or one player can hit the time bonuses while another player fights.

Once the Executioner arrives, both players should meet up in the middle area. Try to save him until the th kill. BOTH: - Conserve flash grenades for Duvalias or any Cephalo spawn that is almost guaranteed to ruin your combo without tossing the flash explosive. Each character should be used differently depending on whether a player is playing solo or duo mode.

In solo mode, melee kills should be used often, but take out a powered weapon and fire at the closest enemy if the combo is ever at risk. The combo should take full priority over melee kills. In Duo mode, players should limit themselves to weaker weapons in order to obtain as many melee kills as possible.

Each player will draw the attention of the enemies so a player will not get surrounded as much in Duo mode. Limit the use of a powerful weapon so that your character only uses one for bosses and to keep the kill chain going.

Melee kills are still a factor in obtaining a high score in Reunion. Remember that each second left over after all enemies are defeated will be worth points per second. This is Chris Redfield in metal armor with a gatling gun! Think of him as a metal Tofu with a gatling gun. Heavy Metal Chris can easily be considered the most unique character out of the full roster of characters in Mercenaries Reunion. He has several hidden advantages in his armor and weapon arsenal that no other character possesses.

He comes equipped with a gatling gun that has an infinite supply of bullets and a stun rod that can easily melee kill any type of enemy. This Chris type also has special inventory armors that reduce the damage done by melee and projectile attacks. Both his melee vest and bulletproof vest must remain in his inventory at all times.

They can be switched to different slots but they will always be there to take up two slots in the player's inventory. It's a small price to pay for two items that allow him to take less damage from melee and projectile attacks however. This Chris type requires no ammo, so all he really needs to collect are explosive items and healing items.

Heavy Metal Chris will definitely need healing items if a player chooses to use his stun rod often. Even though he takes less damage from attacks, he will most likely be hit often while trying to hit a crowd from close range. His explosives in his inventory work very well for bosses!

Since his gatling gun has trouble stunning a boss, laying down a proximity bomb in a boss' path or tossing a hand grenade at a boss to stun it will definitely help out when a boss enemy appears. Chris walks very slow while his gatling gun is currently equipped, so a player will want to switch to the stun rod or an exposive item to run faster while moving with him.

Both his gatling gun and his stun rod can be used to set up melee kills so you'll be switching between them often. Cons: - Doesn't pack enough power to stun bosses quickly or kill them quickly. At first glance, the gatling gun seems just like a boss killer and nothing more. It basically seems like a weapon that would ruin melee kills with its power.

That's not the case if you know how to use this gun though. The gatling gun's rapid fire can easily mow down a crowd of normal enemies in seconds. When the barrel of the gun starts to revolve, whatever is at the other end of Chris' gatling gun is going to get spammed with a shower of bullets as long as player continues to hold down the trigger button. The gatling gun can actually be used to set up melee kills! It takes some good timing but the feeling of setting up a melee kill is quite rewarding and the novelty of actually using a gatling gun to stun an enemy for a melee kill is so very epic!

The gun can stun an enemy just like a machine gun but a player needs to time the barrel rotation and the actual shots very well in order to stun a normal Majini without killing it. Two shots at a Town or Base Majini or one shot to a Wetland Majini will set it up for a kill from Chris' frontal leg stun or head stun melees.

The main flaw of the gatling gun is its start-up animation due to the barrel rotation and the fact that it can't stun some bosses very quickly at all. The gatling gun is best used for long range or mid range kills since it needs a few seconds to start up due to the barrel rotation prior to firing. Bosses such as the Executioner need to be shot from long range or stunned with a hand grenade or proximity in order to damage them easily with the gatling gun.

It takes quite a few shots in order to stun an Executioner with the gatling gun alone, so a player should not use this weapon from close range when confronting a boss unless the boss has been weakened severly and is close to death.

Chris will move slower than normal while carrying the gatling gun, so a player will want to switch to his stun rod or any other weapon or item in order to move faster while running with him. His gatling gun can actually be discarded in order to remove his metal bullet backpack. There is really no reason to do that unless you want to limit your firepower and only take on a stage with a short range weapon and explosives however.

Cons: - Lacks range close range only. Chris delivers a quick shock for electrical damage with each swing of his trusty stun rod. This short range weapon has the ability to stun an enemy and set it up for melee just like gunfire. The stuns are still random based on what portion of the enemy's body that a player hits. Every Majini type, takes at least three hits to kill off with all stun rod attacks. Any Majini that is killed with a stun rod strike will counts as a melee kill and give a bonus of 5 seconds to a player just like a melee kill.

Depending on the range and the section of the body that a player is aiming for, the stun rod can hit multiple times per strike. It's really best to walk up to a Majini and aim downward then strike it with the stun rod. Chris stun rod will hit from his left side first, so try to point his left side toward whatever enemy that you're trying to attack.

His stun rod can be used in combination with his gatling gun. The gatling gun can be used to weaken an enemy then the stun rod can be used to finish the enemy off. There are quite a number of methods that can be used to weaken a Majini before a final stun rod hit. Incendiary grenades will take just enough damage from a Majini to where Chris can finish it off with a single stun rod strike - use this on crowds to get in multiple kills with stun rod strikes easily.

Since the stun rod deals electrical damage to an enemy, it can be used to quickly defeat any parasitic enemies such as a Cephalo. Two stun rod strikes will instantly kill a Cephalo for a melee kill. One stun rod strike will weaken a Cephalo severly!

Chris' stun rod will also prevent plagas spawn. Scripted plagas Majini such as the Allyson on Public Assembly or the second torch Majini on Ancient Ruins will not spawn a Cephalo when killed with the stun rod! Chris' stun rod can be used to melee kill enemies that cannot even be set up for a melee. A player can strike a Bui Kichwa spider enemy in Village with the stun rod and kill off the Bui Kichwa for a melee kill.

Chris can even melee kill a Duvalia with a stun rod attack to its mouth when it leans over! Melee kills can be saved with the stun rod whenever any enemy has been weakened to the point of death as well.

So long as the final hit against an enemy is a stun rod attack, that kill will count as a melee kill. Chris' stun rod sometimes has hit detection problems on smaller enemies. With Bui Kichwa enemies, a player must aim downward, and the hit with the stun rod must be exact in order to hit the spider-like enemy.

Sometimes the stun rod's close range only attacks will make it hard to hit an enemy. If the enemy backs up in the slightest, the stun rod strike may miss the enemy, so always be prepared to run closer to an enemy after aiming to get a definite hit. NOTE: A stun rod strike can stun a Reaper from close range much like an electric round from the grenade launcher. A section for Chris' back pack!? Chris' metal backpack deserves its own section under his listing because it is indeed a factor in playing him.

As long as Chris wears his metal back pack, he cannot be grabbed from directly behind or to each of his sides by a Majini. A Majini must reach out toward his front portion in order to grab him, otherwise a Majini will not be able to reach him since his back pack will be in the way of itss arms! Chris can also use his backpack to shield him from some melee attacks and projectiles. Whenever a gatling gun Majini begins to fire its gatling gun, Heavy Metal Chris can turn his back to the attacking gatling gun Majini and walk so that his backpack fully covers him - he will be shielded from the Gatling Gun Majini's gunfire with his metal backpack at that time.

Chris backpack will also shield him from thrown weapons and a few attacks that hit the backpack first and not Chris.

As long as the weapon makes contact with Chris' metal backpack first, the attack will not harm him. The attack will hit his metal backpack instead. Cons: - Bouncing can sometimes mess up a precise direct hit. It's a real good thing that Chris has both hand grenades and proximity bombs, otherwise, bosses would be quite hard to stun quickly from close range with his gatling gun along.

Hand grenades should be used for distant stunning on a boss enemy such as the Excutioner. Toss the hand grenade then fire the gatling gun at a boss while it is stunned. Boss enemies such as the Giant Majini don't need an explosive stun to finish them off.

Chris' hand grenades can also be used to knock down breakable walls with explosions for quicker access to areas. The hand grenades can be tossed down at enemies that lie below some high areas in order to maintain the combo as well. When a Duvalia is spawning, if Chris doesn't have any flash grenades, toss a hand grenade at the feet of the spawning Duvalia to finish it off with a direct hit explosion while it spawns - this method is much quicker than waiting through its invincibility animation of a spawn and then shooting it with the gatling gun.

In solo mode, it's a good idea to use hand grenades in order to save the combo from a distance. Thanks to the recoil and time consuming startup animation of his gatling gun, tossing a hand grenade can be a bit faster and more exact when trying to save a combo. Cons: - There is really no way to aim a proximity bomb at an enemy for precion. Hits are all about timing and expectency.

Just like hand grenades, Chris can use these explosives to stun a boss. Proximity bombs are better used for a boss that is moving along a narrow path toward Chris or a boss that is expected to move along the path that the proximity bomb is placed. These can work much better than hand grenades against Reapers since Chris can place one then quickly run away as a Reaper approaches then blast the Reaper in the chest as it turns from getting up to kill it after a proximity bomb hit.

These can also be used to quickly finish a Duvalia after it spawns - just lay a proximity bomb in its path while running away from it.

In solo mode, proximity bombs can also be used to save the combo. While running away from enemies, place a proximity in their path in order to save the combo while on the run.

Some luck and good placement of the proximity bomb is needed while attempting this however. Chris' straight and his uppercut now take off a bit more damage when compared to regular Mercenaries. His straight punch will instantly kill any Majini that has taken a headshot from his gatling gun or a head stun from his stun rod. Both his uppercut and his hook can be used in combination with his stun rod strikes to further damage a Majini as well. His gatling gun can easily set up an uppercut melee kill with the damage it deals.

Two leg shots to a Town Majini or Base Majini will make it to where an uppercut will finish them off. One shot to a Wetland Majini will allow Chris to finish it off with an uppercut for a melee kill. Chris' stomp will easily finish off any Majini that has taken damage from a gatling gun shot or a stun rod hit with its damage.

The stun rod by itself is considered a melee so a player can use the stun rod to finish off any weakened enemy for a melee kill. Sometimes it is faster to hit a grounded Majini with a stun rod rather than stomp it. For a group of Majini, it is a lot better to hit them with a stun rod strike while they are grounded rather then stomp them since the stun rod attack is much quicker. The stun rod can work good against multiple Majini. Aim downard and strike the stun rod at Majini to hit their legs and get a chance for a stun in order to activate a melee.

Chris starts swinging from his left, so try to line up a targeted Majini with his left side before a swing to get a better chance at hitting the Majini. An incendiary grenade that hits a Majini will weaken it just enough to where a stun rod strike will finish it off. Since Chris can attack with a stun rod immediately after tossing an incendiary grenade, the stun rod can hit the burning Majini as it flails or falls while on fire to kill it much quicker rather than having to wait on it to be grounded for a stomp.

As usual, Chris' neck breaker will prevent plagas spawns, and, even though it isn't an instant kill, a stun rod strike that kills a Majini will also prevent a plagas spawn as well. When Chris is paired with a Rebecca or Barry partner in duo mode, he will gain a new frontal leg stun and back leg stun melee. His uppercut melee will change to the Rising Upper melee and his neck breaker will change to the Hammer Elbow melee. Both of these melees take off some incredible damage.

No prior damage is even needed to kill the majority of Majini with either of these. This contained all the new content as part of the game download, and has a new title screen and opening. The DX10 and 3D Support were removed, and several bugs existed on released and region lock remains intact. In addition to the regular Resident Evil 5 and all its features and Downloadable content released by now, several other new features will be included, all available as Downloadable content for the owners of the regular Resident Evil 5.

These include:. Resident Evil Wiki Explore. What's so quick about them is that the items in these locations, namely 2, 4, 6, and 8 see example 2 are automatically assigned to your D-pad. If you press left on the D-pad, you'll equip the item that you have in slot 4.

This can save you enormous amounts of time. Grenades work well for me at the start of the game, and later I swap a third weapon in it, such as the Magnum, Grenade Launcher or Machine Gun besides Handgun and Shotgun as primary weapons in this case. TIP: Quick Reload: You can reload weapons by going into the inventory, selecting the ammo stock for the weapon you want to reload Square on PS3, X on Xbox , and then select the weapon you want to reload.

This also works when you are in some sort of melee animation, or even when climbing ladders and can as such be exploited to shave off precious seconds by not having to reload in the heat of battle. Fixed items are exactly pinpointed in the walkthrough section, and some items are fixed even in Barrels, etc. This will be pointed out as well. The following colors represent these types of loot:. That means that if you're upgrading a magnum with no bullets left in it, you'll get a whole free clip of magnum rounds!

Not only should you upgrade weapon capacity as much as possible whenever clips are almost empty, but you should also keep them empty if you know a chapter is soon coming to an end. You can now organize and swap any items you don't need for the upcoming part. The sooner you realize this, the better you get at the game! Oh right, the tip: Instead of tapping with your finger, tap with your wrist.

How does that work? Try and perfect this method, and hold the controller however you like. I personally place it against my body with one side, it helps me tap faster. So here you have it, simply press Start in the game on a second controller and the other player will be able to double your fun!

Well, hopefully.. It works as follows: You buy a new Magnum, the cheapest one for Gold. It contains 6 Bullets. Whenever you sell this Magnum for Gold , you'll get to keep the clip. In other words, you've bought 6 Magnum Rounds for Gold! Obviously that's quite a price, but if you've got plenty of Gold you might want to invest it in Magnum Bullets or any other ammo, although Magnum Rounds are your best option.

The only thing they can do is slowly drag themselves away from the danger. Partner help is immediately required, otherwise you may soon view the game over screen.

You can do one of the following: 1. Heal your partner with an adrenalin shot. These will be used if you don't have any herbs in your inventory and their healing power is small. However, these shots are infinite in supply, so they can be quite.. On Amateur you'll have 30 seconds to save your partner if they haven't had their head chopped off by then. On Normal and Veteran this is halved to 15 seconds.

On Professional you'll find yourself instantly dying anyway due to your health bar draining within a second. Headshots often stagger a Majini, but so can a shot to the legs or arms. When an enemy is staggered and you're standing nearby or when you get nearby you can hit the interaction button to perform a melee attack. You can stun a Majini in the following ways:. Majini will look downward. Majini will grab his shot arm. Majini will grab his shot arm and leans forward.

When shot in lower leg, Majini will fall to his knees. When shot in upper leg, Majini will grab their shot leg. When shot in legs while running, the Majini will fall. These are covered in this section.

Save yourself the trouble and use them! This section's on it. Stun Rod Perform an attack with the Stun Rod. Kick Get the arm-grab stun animation; Chris must be behind Majini. Straight Punch Shoot a Majini in the head. Uppercut Shoot a Majini in the leg. Haymaker Use after your partner has stunned Majini with melee. Stomp Majini must be lying on the ground.

Knee Get the arm-grab stun animation; Sheva must be behind Majini. Roundhouse Shoot a Majini in the head. Somersault Shoot a Majini in the leg. Skull Crusher Use after your partner has stunned Majini with melee.

Impale Majini must be lying on the ground. In other words, enemies become more aggressive and vicious when you continuously get critical headshots, never take damage - basically fly through the game. On the other hand, if you keep dying, often find yourself or your partner in the dying status, or simply incur damage, the enemies will be punched down a little in terms of difficulty and opposing challenge. He does this work exactly? This section goes over the difficulty grades.

S1 through S4 stand for Starting Conditions. For example, if you start the game at Normal, your initial Difficulty Grade will be 3 see on the left. It can then vary between grades 2 being the first with 'Normal' displayed in the above table through 7 being the last displayed in the table.

If you'd start on Veteran, you'd start on grade 7 right away, and things could get harder if you're performing well, but only up to grade 9. Professional is a league apart. You will always remain at grade 10, the most difficult grade in the game, no matter how poor you perform or great, for that matter. If you're playing on Normal, for example, and you're doing really well, lifting you to grade 7, you'll start seeing that enemies' attacks hurt you considerably more than they did before namely, 1.

You're less likely to notice that you also only inflict x0. How are Difficulty Grades adjusted? When- ever you gain or lose invisible grade points you'll be placed in a lower or higher rank, provided it is possible on your current difficulty setting. For example, if you're on grade four and you or your partner dies, you'll be knocked down a grade - provided you're not, for example, playing on Normal and you already were on grade 2.

Check them here so you know what to expect. This section covers the mechanics. It's not that hard to figure out how grades are established, and this section goes over the basic mechanics. While requirements for Accuracy and Deaths are universal for all Chapters, the variables for Enemies Routed and Clear Time vary per Chapter and are also presented at each individual Chapter.

You may want to print it out for reference. Additionally you receive Exchange Points whenever you complete a Chapter with a certain rank. Professional is harder with the AI. Shave off time from all other sections. TIP 3: When the gate has not yet been smashed by the Executioner, make sure to cover your partner's back - and the other way around. Majini's will spawn from all around you. Quickly head out for the open area and hold your ground. The path is straightforward and you can't collect any supplies yet, so proceed to the checkpoint, also known as your destination marker on your map.

Go inside the building and talk to the man. A scene will play after which you are given two handguns, the [M92F]. Equip your gun and you'll automatically change in your combat gear. When the scene is over, search the room. Check the animal flesh to get an impression of your surroundings.

Items in these crates or barrels are mostly random and will often hold gold or ammo, but never weapons or First Aid Sprays. Read the two documents on the Control Types and the Dying Status how uplifting! Someone must've killed it not too long ago.. Go through the room on your right and exit through the door. One of the crates often holds a Green Herb, which is used to heal your wounds.

The document on the counter doesn't predict much good. As you hear a person scream, run up the stairs ahead and go inside the building.

When the scene is over, you'll have your first hostile encounter. This is no longer a person, these people are now called Majini 'Evil Spirits' in Swahili. The door behind you has been locked, so quickly kill the Majini by gunning him down. To exit the building, jump out of the window.

Run down the streets and you'll be chased by a very large group of Majini's. While they seem to keep coming, the horde consists out of around 50 Majini's.

Quickly rush over to the building and block the blue door. The red herb can be mixed with a green herb to create a healing spray that fully restores the health bar. Hop down through the hole, make your way through the short tunnel and climb back out at the end. Majini Town. Executioner Majini [Semi-Boss]. As soon as you enter the building a cutscene will play and shortly after it's go time, many Majini's will quickly be headed for the house.

Act fast! Destroy - "People, think of what awaits us! It, Uroboros, is a corner by using your knife to find more gift - we are lucky presentees! Push the two cabinets so that they block the larger window and the door - "He here is an infidel, a fiend. There in the house! Now it's time to take the Majini's one by one, shoot - "No one shall find out what through the smaller windows.

They shall die! Things will get rough soon, so you'll want to make extremely good use of your scarce ammunition, shooting only the heads of the Majini's. It's only a matter of time before they break through the roof and the cabinets, as well as the gate outside: The executioner will slam through it. He's the one to be extremely wary of as one slash of his axe means an almost-instant death.

Overhead swing: Commonly used. When hit this results in the dying status so extremely careful. He holds the axe behind him if he plans on doing this. Horizontal swing: He can swing the axe horizontally, giving him quite an attack range. Horizontal Rage swings: When he gets low on health he will swing the axe repeatedly.

Back away if he does this. Grab-Choke: He can grab one of your characters and choke them. Help your partner or ask for help whenever this happens. You can also attempt to break free, but it'll cost more time and is harder to do. Climb to the 2nd floor or roof of the first building. Move inside the bus and stay in the middle. The executioner can still perform horizontal swings in rare cases, and if you're standing near him he will still hit you through the bus walls.

On top of the bus, and on the platform to the left of the bus. Grenades works best, followed by explosive barrels, and lastly Shotgun blasts to his head after which you can perform a melee attack. Alternatively you can empty the Machine Gun in his head and once again use melee attacks.

Resort to the handgun only when you're out of options. Basically your goal is to survive until he can clear the way for you up north. In total you'll have to wait around 8 minutes or so, keep this in mind.

Here are some exploration suggestions: o You can actually get to the second floor and on top of the building you start out in. Head through the gate that the Executioner has slammed open, and move left. You can climb a ladder if you jump over the wooden fence or walk around this.

Follow the path back to the house. From this position you can take out the Executioner fairly easy by using the Rifle aim for his head or by throwing grenades at him. You won't be bothered by many Majini up here, but expect a few to drop by and say hi. Head to the north of the area and note the inflammable stack of barrels that you can greatly use to your advantage. With the horde behind you, make a quick turn and shoot when most are close the barrels.

This will disable a good few of them. Go inside the bus and destroy the barrels if you hadn't already done so. Continue to the northeast of the area and open the suitcase in the corner.

The executioner will probably be on your tails once again, so it's time to move to the west from here. Do so and jump over to the platform past the barrel. Shake off a large portion of the horde by blowing up the barrel. You can also jump on the bus for a somewhat larger movement area, and there's a [CRATE] on the barrel at the end. You should be able to hold out a long time from here, long enough until the chopper arrives. Note: If you want to kill the executioner, your best bet is to use a few grenades on him.

Whenever he crouches, run toward him to sort out an uppercut. When you run out of grenades, resort to the Shotgun and deliver two shots at his head to make him kneel. Keep this up and you'll down him soon enough. It's possible to knock a transformer box off one of the shacks near the southern gate, you can use this to your advantage.

This can be sold for gold, making it one of the most precious treasures in the game! Chapter comes to an end. Cephalo [Semi-Boss]. Uroboros [Boss]. You can run past the Blonde girl without any problems, but the Majini's can be troublesome. That rocket launcher must've had an enormous burst range. These will be there regardless of picking up the three grenades in the previous chapter, so you can have five in total from just this stack. You can grab the loot behind the bars without any problems.

Climb the ladder back up and proceed to the western double doors. There's also a hole leading to the wooden barrel you just looted already, so you can safely ignore that. Chris is so awesome, he doesn't even have to open it to know that there is nothing useful inside! Head outside and inspect the broken ladder. Give Sheva a boost and she'll spot a shiny item. However, it's not possible to get inside, so she hops back down.

Continue down the streets to the west and you'll encounter a handful Majini's. Before you have time to wonder what this could be for, three Majini will assault you, so kill them and have your partner cover you. As you proceed down the alley, a Majini will jump from behind several boxes. The door upstairs is locked from the inside, so follow the streets and locate the other door under the stairs.

Drop down and kick in the door in with your partner. After the scene, don't rush to the stairs up ahead. Unlock the blue door to the west with the Old Building Key instead.

After the scene you'll face a new enemy type, quite a powerful one this early in-game. Empty your shotgun on it, especially on the mutated parasite when she is lying on the ground, and kill the other Majini's that join the party. If you proceed to the southeast area with the parked car , four more Majini's will enter the stage.

As you move upstairs, inspect the black goo that is dripping from above. It's even possible to take a shower In the next room, more dead team members are hopefully resting in peace. Jump back over to the door and look at the water tank up above on the west. Things have gone horribly bad. Exit and go down with the elevator at the end of the hall. Ram Attack: When you get too close to Uroboros, the creature will ram you.

There are two types of ram attacks: The first one is when you're standing next to the creature and it just touches you. This isn't very harmful. The other is a frontal ram when it rushes over to you. This causes much more damage.

Swallow: This is an instant death attack. The creature swallows the unfortunate player who is engulfed in a swarm of tentacles. This only happens up close, and the boss will perform some sort of a 'grab' animation when attempting this. Arm Punch: This is a quick and dangerous attack in which the boss extends his arm to knock over your character.

It's a long range attack, making it an attack to be cautious of. Assuming you don't have these things, read on and try the regular strategy. There are two main strategies for defeating this boss.

The first strategy is the most useful for getting rid of this monster, so I suggest you attempt this first. The room contains two gas cylinders that you can throw over. When Uroboros moves over them, it'll swallow them.

If you blast the canister, Uroboros will temporarily go into recovery mode: During this time it is nothing more but a small blob of black goo and tentacles. You'll want to knock over one of the gas cylinders, lure Uroboros over it, then command Sheva or your partner to stand at the lever of the incineration chamber. Lure Uroboros into the incineration chamber, preferably around the other side - or it might go after your partner - and have your partner flip the lever.

Shoot the gas cylinder while the creature is all the way inside the chamber and back out yourself. It's possible to jump underneath the closing doors when they are about halfway down. This depends on how much you've damaged the boss with guns. It is, however, quite possible that things don't go as smooth as you'd like them to go. There's a solution to every problem, and there is one to this one as well. If you've used up both gas cylinders, and the boss is still alive, you have two options.

Both revolve around weakening the boss by using regular gunfire. Uroboros has two arms which you can target and shoot off the body. They regenerate fairly quickly, but by targeting the orange bulbs, otherwise known as the weak spots of any Uroboros creature, it's possible to kick the boss into it's recovery mode. If you measure carefully when you think the second arm is going to drop off, and then lure it into the incineration chamber while your partner controls the lever, you get the same effect, this time without gas cylinder.

Lastly, although this isn't the preferred method, it's perfectly possible to overcome this menace by sheer gun power. It does take a lot of ammunition, but it's possible. You might want to combine this method with the incineration chamber nonetheless. It's located next to a ventilator in the background.

Big man Majini. Chainsaw Majini [Semi-Boss]. Two documents can be read, one about the inventory, the other about directions for your partner. There's a document on these BSAA emblems lying on the garbage. Before you exit the area, move to the corner of the back of the storage hall and climb the containers.

Leap over to the last one to find a chest with [GOLD ]. Make your way through the container area and be very careful around the tripwire with a explosives attached to it. Shoot it from a distance to blow it up. Proceed and kill a few Majini's. You can try to shoot the wire from a distance, or instead, climb the ladder of the container the ladder is on the other side and drop down. You can now disarm the trap by shooting the explosives, which are easier to target than the wire.

Proceed northeast and you'll encounter Adjule's, in other words: Mutated dogs. They are among the fastest enemies in the game, so stick together and use your shotgun to get rid of them.

The Majini's are easily taken care of. Shoot the explosive trap and proceed southeast. Another Majini attacks you, so lay him to rest. Climb and move over the containers up ahead, drop down and you'll reach an area with a group of nasty Majini's, including a stronger Big man Majini.

His punches can be dodged fairly easily and he'll drop a Jewel Bangle as treasure. With the enemies gone, head over to the slidable gate to the east and combine powers with your partner to open it.

Either shoot the driver or aim for the explosive barrels. When it flips over, many more Majini's will make their appearance. Use the barrels to wipe out entire groups at once, which saves considerable amounts of ammunition. Equip your shotgun and enter the sewer tunnel. Shortly after you enter a few Adjule assault you, and you'll encounter several more as you continue.

Back in the open air, check your left for a shiny object. These flying parasites aren't very any rats, try to strong, but they can occasionally dodge bullets and they're shoot them. They fairly fast. When they're dead, remove the lock from the drop 50 gold each. Head to the beach and walk into the sea. There's one other thing to do. Head southeast and climb the ladder so you can walk over the roof of the building. Drop down and enter the building through the green double doors.



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